Magic the Gathering
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Characters Joined
Magic the Gathering Cards
Showing 32 cards (page 57 of 3929).
Fantastic Elasticity{2}{U}Choose one —
• Return target nonland permanent to its owner's hand.
• Return target instant or sorcery card from your graveyard to your hand.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) Patriot, Shield Wielder{1}{W}{2}, {T}: Another target creature you control gets +2/+0 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) 2/2 Glorious Purpose{1}{U}Whenever a creature you control connives, put a +1/+1 counter on that creature and a plan counter on this enchantment.
When the sixth plan counter is put on this enchantment, sacrifice it. If you do, exile the top four cards of your library. You may cast any number of spells from among them without paying their mana costs. Put the rest into your hand. Political Triumph{W}Whenever a creature you control enters, scry 1 and put a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it, draw a card, and put a +1/+1 counter on each creature you control. Quake, Agent of S.H.I.E.L.D.{2}{W}Seismic Takedown — Whenever you cast a noncreature spell, tap target creature or land. 3/3 Helmut Zemo, Mastermind{2}{U}Whenever Helmut Zemo attacks, you may cast target instant or sorcery card with mana value less than or equal to his power from your graveyard. If that spell would be put into your graveyard, exile it instead. If you cast a spell this way, put a +1/+1 counter on Helmut Zemo. 2/2 Raft Security Officer{1}{W}{2}, {T}: Tap target creature. This ability costs {1} less to activate if it targets a creature with power 3 or less. 1/3 Iron Man, Armored Avenger{3}{U}Flying
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.) 2/2 Jarvis, Earth's Mightiest Butler{2}{U}Whenever you cast a Hero spell, draw a card. 1/4 Red Guardian, Super-Soldier{2}{W}Flash
When Red Guardian enters, destroy target creature an opponent controls that dealt damage this turn. 2/2 The Sentry, Golden Guardian{3}{W}Flying, vigilance, indestructible
When The Sentry enters, target opponent creates The Void, a legendary 5/5 black Horror Villain creature token with flying, indestructible, and "The Void attacks each combat if able." 5/5 Kang Dynasty{3}{U}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — For each opponent, tap up to one target creature that player controls. Goad those creatures. Until your next turn, whenever any of those creatures deals combat damage to a player, draw a card.
III — Target creature you control gets +1/+1 until end of turn for each card in your hand and can't be blocked this turn. Lockjaw, Slobbering Teleporter{1}{U}Vigilance
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put a +1/+1 counter on Lockjaw. When you do, Lockjaw and up to one other target creature you control can't be blocked this turn. 1/1 S.H.I.E.L.D. Spy Kit{W}Equipped creature gets +1/+1.
Whenever equipped creature attacks alone, untap it and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Professor Hulk{4}{U}{U}Trample
Whenever Professor Hulk deals combat damage to a player, draw that many cards. 6/6 Super Villain Lockup{1}{W}Flash
When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield. Valeria Richards, Precocious{3}{U}Noncreature spells you cast cost {1} less to cast.
Whenever you cast your first noncreature spell each turn, draw a card. 3/3 Super-Soldier Serum{1}{W}Enchant creature
Enchanted creature gets +2/+2, has first strike and vigilance, and is a legendary Soldier in addition to its other types.
Whenever enchanted creature attacks or blocks, attach any number of target Equipment you control to it. Take Up the Shield{1}{W}Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) The Wasp, Winsome Avenger{1}{U}Flash
Flying
When The Wasp enters, target Hero gains hexproof until end of turn.
Whenever The Wasp attacks, tap target creature defending player controls. 2/1 Wakandan Drone Flock{3}{W}Flying
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) 3/3 West Coast Expansion{X}{U}{U}Draw X cards. If X is 5 or more, you may cast a Hero spell from your hand without paying its mana cost. Web Up{2}{W}When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. Age of Ultron{4}{B}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each opponent, destroy up to one target nonartifact creature that player controls.
II — For each opponent, you create a 2/2 colorless Robot Villain artifact creature token.
III — Artifact creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on each of them. White Widow, Free Agent{3}{W}When White Widow enters, choose one —
• Put a +1/+1 counter on each of up to two target creatures.
• Return target artifact or enchantment card from your graveyard to your hand. 2/3 Damocles Base, Sword of Kang{4}{B}Flying, deathtouch
Whenever Damocles Base deals combat damage to a player, that player faces a villainous choice — They sacrifice a nontoken creature of their choice, or they lose 2 life and you draw two cards.
Crew 3 5/5 Endless Ranks of HYDRA{3}{B}For each opponent, you create a 2/1 black Villain creature token with menace.
Whenever your commander enters or attacks, you may pay {1}{B}. If you do, return this card from your graveyard to your hand. Aerial Doombot{U}Flying
Power-up — {5}{U}: Put three +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 1/1 A.I.M. Scientists{3}{U}When this creature enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 3/3 The Frightful Four{3}{B}Menace
Whenever an opponent casts their first noncreature spell each turn, that player loses life equal to that spell's mana value. 4/4 Iron Monger, Sadistic Tycoon{2}{B}Flying
Whenever a creature you control connives, put a +1/+1 counter on each Villain you control. 2/2 Atlantean Cavalry{2}{U}Vigilance
Whenever you draw your second card each turn, put a +1/+1 counter on this creature. 3/2
• Return target nonland permanent to its owner's hand.
• Return target instant or sorcery card from your graveyard to your hand.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) Patriot, Shield Wielder{1}{W}{2}, {T}: Another target creature you control gets +2/+0 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) 2/2 Glorious Purpose{1}{U}Whenever a creature you control connives, put a +1/+1 counter on that creature and a plan counter on this enchantment.
When the sixth plan counter is put on this enchantment, sacrifice it. If you do, exile the top four cards of your library. You may cast any number of spells from among them without paying their mana costs. Put the rest into your hand. Political Triumph{W}Whenever a creature you control enters, scry 1 and put a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it, draw a card, and put a +1/+1 counter on each creature you control. Quake, Agent of S.H.I.E.L.D.{2}{W}Seismic Takedown — Whenever you cast a noncreature spell, tap target creature or land. 3/3 Helmut Zemo, Mastermind{2}{U}Whenever Helmut Zemo attacks, you may cast target instant or sorcery card with mana value less than or equal to his power from your graveyard. If that spell would be put into your graveyard, exile it instead. If you cast a spell this way, put a +1/+1 counter on Helmut Zemo. 2/2 Raft Security Officer{1}{W}{2}, {T}: Tap target creature. This ability costs {1} less to activate if it targets a creature with power 3 or less. 1/3 Iron Man, Armored Avenger{3}{U}Flying
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.) 2/2 Jarvis, Earth's Mightiest Butler{2}{U}Whenever you cast a Hero spell, draw a card. 1/4 Red Guardian, Super-Soldier{2}{W}Flash
When Red Guardian enters, destroy target creature an opponent controls that dealt damage this turn. 2/2 The Sentry, Golden Guardian{3}{W}Flying, vigilance, indestructible
When The Sentry enters, target opponent creates The Void, a legendary 5/5 black Horror Villain creature token with flying, indestructible, and "The Void attacks each combat if able." 5/5 Kang Dynasty{3}{U}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — For each opponent, tap up to one target creature that player controls. Goad those creatures. Until your next turn, whenever any of those creatures deals combat damage to a player, draw a card.
III — Target creature you control gets +1/+1 until end of turn for each card in your hand and can't be blocked this turn. Lockjaw, Slobbering Teleporter{1}{U}Vigilance
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put a +1/+1 counter on Lockjaw. When you do, Lockjaw and up to one other target creature you control can't be blocked this turn. 1/1 S.H.I.E.L.D. Spy Kit{W}Equipped creature gets +1/+1.
Whenever equipped creature attacks alone, untap it and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Professor Hulk{4}{U}{U}Trample
Whenever Professor Hulk deals combat damage to a player, draw that many cards. 6/6 Super Villain Lockup{1}{W}Flash
When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield. Valeria Richards, Precocious{3}{U}Noncreature spells you cast cost {1} less to cast.
Whenever you cast your first noncreature spell each turn, draw a card. 3/3 Super-Soldier Serum{1}{W}Enchant creature
Enchanted creature gets +2/+2, has first strike and vigilance, and is a legendary Soldier in addition to its other types.
Whenever enchanted creature attacks or blocks, attach any number of target Equipment you control to it. Take Up the Shield{1}{W}Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) The Wasp, Winsome Avenger{1}{U}Flash
Flying
When The Wasp enters, target Hero gains hexproof until end of turn.
Whenever The Wasp attacks, tap target creature defending player controls. 2/1 Wakandan Drone Flock{3}{W}Flying
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) 3/3 West Coast Expansion{X}{U}{U}Draw X cards. If X is 5 or more, you may cast a Hero spell from your hand without paying its mana cost. Web Up{2}{W}When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. Age of Ultron{4}{B}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each opponent, destroy up to one target nonartifact creature that player controls.
II — For each opponent, you create a 2/2 colorless Robot Villain artifact creature token.
III — Artifact creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on each of them. White Widow, Free Agent{3}{W}When White Widow enters, choose one —
• Put a +1/+1 counter on each of up to two target creatures.
• Return target artifact or enchantment card from your graveyard to your hand. 2/3 Damocles Base, Sword of Kang{4}{B}Flying, deathtouch
Whenever Damocles Base deals combat damage to a player, that player faces a villainous choice — They sacrifice a nontoken creature of their choice, or they lose 2 life and you draw two cards.
Crew 3 5/5 Endless Ranks of HYDRA{3}{B}For each opponent, you create a 2/1 black Villain creature token with menace.
Whenever your commander enters or attacks, you may pay {1}{B}. If you do, return this card from your graveyard to your hand. Aerial Doombot{U}Flying
Power-up — {5}{U}: Put three +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 1/1 A.I.M. Scientists{3}{U}When this creature enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 3/3 The Frightful Four{3}{B}Menace
Whenever an opponent casts their first noncreature spell each turn, that player loses life equal to that spell's mana value. 4/4 Iron Monger, Sadistic Tycoon{2}{B}Flying
Whenever a creature you control connives, put a +1/+1 counter on each Villain you control. 2/2 Atlantean Cavalry{2}{U}Vigilance
Whenever you draw your second card each turn, put a +1/+1 counter on this creature. 3/2